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Running the Arcane Turret GauntletHow to Power the Tower
Exploring the Tower
The Rooftop Constructs
Exploring the Underdark, players may come across an arcane turret that unleashes magical bolts towards them. This turret serves as the entrance to the Arcane Tower, once a sanctuary for a Mystra cleric. In their quest to obtain ingredients for a optional segment of the main quest in Baldur's Gate 3, players may find themselves venturing further into the tower. However, beyond the collection of mushrooms, there are a multitude of other tasks awaiting them.
Undoubtedly, the primary obstacle lies in the formidable and seemingly indestructible arcane turrets. These turrets will deactivate once players reactivate the tower, but the initial challenge lies in successfully bypassing them.
Running the Arcane Turret Gauntlet
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Firstly, players should select a single character to navigate through the turrets. Going solo significantly enhances the chances of successfully bypassing them, particularly due to the tight spaces found in numerous hiding spots.
The chosen party member should possess high mobility. For example, a monk or barbarian offers extra movement speed, while a rogue like Astarion can benefit from Cunning Action to dash twice. Additionally, having a good jumping ability, along with access to spells like Misty Step and Potions of Speed, can be advantageous.
To overcome the first two turrets, players should take cover behind the large stalagmite in front of the initial turret. Then, they should swiftly move towards the ledge on the right side of the stalagmite. While it is not possible to ascend directly, utilizing a jump will allow players to reach the top. Once there, players must quickly rush towards the statue located just up the steps from the second turret.
From this point, the optimal choice is to leap over to the shelf mushrooms situated behind the second turret. While this maneuver may expose the party member to attacks from the turret, it is worthwhile as it provides a secure shortcut down to the tower's base. It is important to note that these mushrooms are beyond the reach of a normal jump if the party member possesses average strength. Therefore, players must ensure that they employ a powerful character or one with a special ability capable of traversing the distance.
Consider entering the tower to access the shelf mushrooms on the south side, offering an alternative route. Inside the first tower room, players will encounter two arcane turrets, but they can strategically use pillars to avoid being hit. However, caution is needed with the second set of shelf mushrooms as they are far apart and could result in significant falling damage. It is recommended to first visit the north balcony. There, players will find a chest named the Chest of the Mundane. Surprisingly, anything placed inside this chest will appear as worthless junk. Notably, one item in this chest, known as Mystra's Grace, is disguised as a "mug". In reality, it is a pair of boots that grant the wearer the ability to cast Feather Fall. This spell will prove useful when descending the tower. In fact, players can cast Feather Fall and jump off the west balcony directly to the ground below.
How to Power the Tower
Beyond the tower lies a tree adorned with shimmering blue leaves. Should players approach the blossoms on this tree, they will find themselves enveloped in an antimagic field, hindering their ability to cast spells. Furthermore, if they decide to pluck one of these blooms, they will carry this field with them wherever they go.
Although the entryway to the tower is initially locked, players have multiple avenues to pursue. The door's lock possesses a difficulty class (DC) of 15, a challenge that most characters can overcome eventually. Alternatively, there exists a small aperture on the tower's southern side that permits the passage of a diminutive creature. A druid, transformed into the shape of a rat, or a wizard or warlock's familiar can use this opening to gain entry. Once inside, players will find a lever next to the door that, when flipped, will open the entrance.
Exploring the Tower
Inside the tower lies a massive arcane contraption accompanied by a cluster of shriveled blue petals. These petals serve as a clue, just like the presence of the "Treatise on the Antimagic Properties of Sussur Tree Flowers" resting on the nearby table. In order to activate the tower, players need to acquire one of the Sussur Blooms and insert it into the contraption. Once the "Combine" button is pressed, the tower will be energized, causing the arcane turrets to deactivate.
Adjacent to the tower's entrance, observant players may stumble upon a concealed doorway, which leads to a stairwell. While the entrance to this secret passage remains unyielding to external forces, resourceful players possess several means to gain access. Although the door obstructs direct visibility of the descent, the wooden steps above leave just enough space for players to employ the teleportation spell Misty Step to transport themselves downwards. Once safely arrived, the character can manipulate a lever positioned near the entrance, subsequently granting passage to all.
Players will come across a magical ring called Guiding Light in the tower. Equipping this ring will reveal two additional buttons near the arcane elevator, granting access to the basement. On the ground floor, players can unlock a gilded chest near the teleporter pad to obtain Uncovered Mysteries, a necklace capable of casting Detect Thoughts.
Exploring the basement, players will discover a stockpile of timmask spores and tongues of madness - essential ingredients for Omeluum's investigation of the player's tadpole. In addition, they can acquire a Staff of Arcane Blessing, various other magical items, De Hurst's Diary from a gilded chest, and a vial of Basilisk Oil. Don't forget to thoroughly search the tower's bookshelves, as numerous magic scrolls are hidden among the books.
Located one level above the ground floor is the mushroom floor, a designated area for players to discover the mushrooms desired by Omeluum. Additionally, players can explore a shelf on the western wall to find a supply pack and a Threadbare Book. The choice to take or leave these items is yours, but it is recommended to read the book in order to uncover a poem stanza.
Moving on to the next floor, players will find themselves at the entrance where the turrets have been deactivated. Make sure to thoroughly search the Chest of the Mundane, unless it has already been emptied. Don't forget to collect the Mage Armor scroll and the silver cup placed on the railing. Towards the north wall of the room, players will come across a Dusty Book that holds another stanza. Finally, one of the traveler's chests next to the door contains a selection of useful potions.
Ascend once more to access the private quarters level. Be sure to thoroughly search all the shelves for scrolls, and there is a chest located on the southern wall containing gold and a potion ingredient. In the southwest corner, you will find a variety of valuable books and other items, including an Enciphered Githyanki Disc. If Lae'zel is present, she can translate it immediately, but players have the option to take the disc back to camp for her to decipher later.
Alternatively, players can decipher the disc themselves using The Careful Art of Tir'su Ciphers, which is another Gith disc conveniently placed on a nearby desk. Additionally, on the same desk, there is a Torn-Out Paper which contains another stanza. Another pair of significant items can be found on a larger desk in the corner. The Roads to Darkness is a vital read, and the Handwritten Note beside it offers some hints regarding the fate of the tower's owner.
Go to the northeastern corner and locate a wall button. Should players have previously discovered the enchanted Dog Collar in another area of the Underdark and equipped it, the button will release a portion of raw meat. Ultimately, retrieve the Mage's Friend ring from the chest beside the bed.
The Rooftop Constructs
To reach the pinnacle of the Arcane Tower, make your way upwards once more. Engaging the party will be Bernard, a construct who will test their knowledge of The Roads to Darkness by reciting a couplet. Those who have immersed themselves in the play can cleverly respond with the following line. Should the players utter anything else, they will find themselves entangled in a formidable encounter against a level 5 construct and four animated armors.
Bernard additionally addresses four additional stanzas that can be discovered at various locations within the tower. The ultimate stanza can be found on the Patched Parchment, which rests on the table south of Bernard's position. The following outlines the functions of each stanza:
"How can I trust?" | Bernard places the ring Guiding Light on the table next to him. |
"These empty sheets..." | Bernard gives the speaker a Potion of Greater Healing. |
"There is a light..." | |
"The silence stretches on..." | Bernard offers a hug to the speaker. |
In addition to Bernard, players can discover a fully stocked bookshelf on this floor containing scrolls and Broken Machinery, an alchemy ingredient. If players haven't already, they can also explore the basement now (there's a shortcut from the roof to the basement using the arcane elevator while equipped with Guiding Light). However, besides these options, the Arcane Tower has no further surprises in store.
Baldur's Gate 3 is currently accessible on macOS, PC, and Stadia.